PRIEST-CRUSADER Class Description: Crusaders are priests of deities of war, combat, or conflict who stand at the forefront of the fight for their faith. While Crusaders are often associated with war deities, they may also represent powers of leadership or strong alignment that are in conflict with opposing forces. Crusaders often organize themselves in a quasi-military hierarchy (though strict adherence to 'chain of command' issues is usually limited to very lawful orders) and view their temples as fortifications as well as places of worship. In some cases, the power of Crusader orders can rival the strength of kingdoms in which they are located, a situation that can provoke popular resentment or suspicion regarding their meddling in local affairs, though none doubt their ability and resolve in times of war. In an adventuring party, Crusaders are natural leaders whose place is in the front lines of any battle, using their priestly skills to prepare comrades for battle and to aid the fallen afterwards. Crusaders use the Cleric advancement table and have eight-sided hit dice, THAC0 progression as warriors, and saving throws as priests. They begin play with 2 weapon and 3 non-weapon proficiencies and gain new weapon and non-weapon proficiency slots every three levels. Crusaders can be of any lawful or chaotic alignment. Since they are often called upon to lead the forces of their faith into battle Crusaders require Strength and Charisma scores of at least 12, in addition to Wisdom of at least 9. Crusaders can be aasimar, human, elven, half- elven, half-orcish, or dwarven. Weapons & Armor: Crusaders are entitled to use any type of armor or shield and become proficient in any weapon desired, regardless of normal restrictions for the clergy of their deity. Special Benefits: All Crusaders gain major access to the All, Combat, Healing, War, and Wards spheres and minor access to the Guardian and Protection spheres. Lawful Crusaders gain major access to the Law sphere while Chaotic Crusaders gain major access to the Chaos sphere. In addition to these spheres, Crusaders gain minor access to any spell spheres normally granted major access to Clerics of their deity. If their deity has a 'special' sphere (e.g., Sun for Pelor, Law for Torm), a Crusader gains major access to that sphere but no access to other Clerical spheres. Battle Prowess: As noted, Crusaders can use any sort of armor or shield and any type of weapon desired with a Warrior's THAC0 progression. In addition, they can take Warrior non-weapon proficiencies at no extra cost and can make full use of magical items normally restricted to Warriors. In addition, lawful good Crusaders are able to use a holy sword with the same benefits as a Paladin (likewise for other specially aligned weapons and Crusaders of a compatible alignment). Campaign Skill: Crusaders have an array of special abilities that assist them in leading or supporting an army on the march, gaining additional powers as they increase in level: Level Ability 1st command 1/day 3rd lighten load 1/day 5th mount 1/day 7th easy march 1/week 9th create campsite/break camp 1/day 11th heroes' feast 1/week Crusaders also are so well-recognized for their battle prowess that at 8th level they attract a body of fanatical soldiers dedicated to his or her deity, much as a Cleric is able to do. A notable difference, however, is that these followers will be attracted regardless of whether the Crusader elects to establish a stronghold or permanent place of worship. This body of followers consists of 20-200 normal 0-level soldiers armed and equipped as appropriate for typical soldiers in the area. These will serve the Crusader as a free-roving battle company if no stronghold is available to hold them, or they can be billeted at a stronghold of the Crusader's church (sometimes for free, sometimes with the cost borne by the Crusader, depending on availability of provisions and need for troops). These 0-level warriors are attracted by a Crusader's reputation and faithfulness and serve him or her loyally as long as he or she upholds the ideals of the faith and of martial skill and bravery. Note that these followers are not Crusaders and have no official rank or position within a Crusader order, and they are expected to give way and follow the directions of Crusader officers on the field of battle. Because of their very high loyalty to the Crusader they follow, only in rare situations will they cross these boundaries, and then generally only if they believe their liege lord is in danger (e.g., they may break ranks in battle in order to attempt a rescue if their lord has been captured). A Crusader of 9th level or above can request official permission from his or her church to build a stronghold or castle for the service of the faith. The church organization will underwrite half the cost of construction of such a fortress, assuming that the place is dedicated to the service of the Crusader's deity and contains all appropriate trappings of a religious edifice. Of course, a Crusader can hold property or build anything he or she wishes prior to attaining 9th level, but such must be done without official church sanction and without their direct support. Special Hindrances: Crusaders dedicate themselves to the art of war, setting aside much of the traditional teaching of the church and training for its priestly servants. As a result, Crusaders never gain the granted powers normally associated with a particular deity, including the ability to turn or command undead. In addition, they are limited in the scope of their magical training. Their combat focus means that they must always memorize at least one spell of every level that they can cast from either the Combat or War sphere. In terms of access to spell spheres, Crusaders gain only minor access to their deity's major spheres and no access at all to their deity's minor spheres. If their deity has a 'special' sphere, a Crusader does gain major access to that sphere as normal but loses all other normal sphere access for his or her faith. Crusaders do gain access to all normal unique spells of their faith, regardless of sphere. All Crusaders must tithe 10 percent of their income for the support of their order; even the rather loosely organized chaotic Crusader orders require funds for their upkeep. In addition, Crusaders must obey commands given by any priest of his or her faith who is of higher level; a Crusader must be ready to fight and die in the faith's name. The Crusader may also be asked to join in any wars that the church declares as holy. Failure to do so will result in the loss of the Crusader's special abilities until a quest (q.v.) is undertaken on the church's behalf. Required Proficiencies: Endurance Preferred Proficiencies: Alertness, Armorer, Artillerist, Awareness, Ancient History, Artistic Ability, Bowyer/Fletcher, Chanting, Debate, Display Weapon Prowess, Etiquette, Fortification, Healing, Heraldry, Leadership, Local History, Observation, Reading/Writing, Religion, Riding (Land-based), Signaling, Singing, Strategy, Survival, Tactics, Weaponsmithing Forbidden Proficiencies: Any Psionicist, Rogue, or Wizard proficiencies